An idea to the Sang
Post ideas and suggestions on new features or improvements here.
posted on May 27th, 2011, 11:16 am
Since problems came up with the Sang I mad up my mind about that ship. Right now I don't think it's overpowered, it has decent counters, but it's also quite a no-brainer that needs good micro to be countered, and FO doesn't like no-brainers imo
. I read the background infos in the guide where the Sang is thought to be a successor of the BoPs. That inspired me for the following suggestion:
Give the Sang two modi
1st: "power up the weapons!" (or: "Hit...")
- disables cloak, decreases the speed of the Sang to 80, enables weapons, shields have the strength they have now(defense value of 20 like a K'Vort).
2nd: "power up the engines" (or: "...and run.")
- gives the Sang a speed of 120(K'Vort speed), enables cloak, disables weapons, decreases the shields about 30-50%.
Changing between the two modi would have a delay of 20seconds(that way the Sang has to wait 5seconds longer before it can get away with cloak like other Klingon ships), resulting in 24 seconds before a Sang really gets away.
Why?
Kiting is a tough issue, especially with long ranged 360degree firing arc ships. With that changes the Sang is either a slow sitting duck firing torps from afar, but can't easily kite its counters, or a runner with KVort speed, but no abilities to fire and even more vulnerable.
Background thoughts:
When being assigned to develop a new Bird of Prey, a glorious Successor to the honorable B'rel, the Klingon enineers made up their minds about the strengths and weaknesses of the BoP. They wanted to create a ship that was small, fast but also had a lot of weapons, since it should be a real Klingon ship. They invented a micro-photon-torpedo-replicator, which made it possible for a very small ship to be able to fire loads of torpedoes, since very little cargo room was needed for the replicating material. They also implemented strong engines and shields. However, after finishing the new ship they realized that the Sang didn't have the power to use all of its systems at the same time, the shield system and the torpedo replicator was practically oversized for a ship of that small size. However the Sang still could fulfil the roles it was designed for: it could get into fight fast, fire loads of torpedoes to support other ships. Getting out of the battle could become a problem, but which Klingon cares about fleeing?

Give the Sang two modi
1st: "power up the weapons!" (or: "Hit...")
- disables cloak, decreases the speed of the Sang to 80, enables weapons, shields have the strength they have now(defense value of 20 like a K'Vort).
2nd: "power up the engines" (or: "...and run.")
- gives the Sang a speed of 120(K'Vort speed), enables cloak, disables weapons, decreases the shields about 30-50%.
Changing between the two modi would have a delay of 20seconds(that way the Sang has to wait 5seconds longer before it can get away with cloak like other Klingon ships), resulting in 24 seconds before a Sang really gets away.
Why?
Kiting is a tough issue, especially with long ranged 360degree firing arc ships. With that changes the Sang is either a slow sitting duck firing torps from afar, but can't easily kite its counters, or a runner with KVort speed, but no abilities to fire and even more vulnerable.
Background thoughts:
When being assigned to develop a new Bird of Prey, a glorious Successor to the honorable B'rel, the Klingon enineers made up their minds about the strengths and weaknesses of the BoP. They wanted to create a ship that was small, fast but also had a lot of weapons, since it should be a real Klingon ship. They invented a micro-photon-torpedo-replicator, which made it possible for a very small ship to be able to fire loads of torpedoes, since very little cargo room was needed for the replicating material. They also implemented strong engines and shields. However, after finishing the new ship they realized that the Sang didn't have the power to use all of its systems at the same time, the shield system and the torpedo replicator was practically oversized for a ship of that small size. However the Sang still could fulfil the roles it was designed for: it could get into fight fast, fire loads of torpedoes to support other ships. Getting out of the battle could become a problem, but which Klingon cares about fleeing?
posted on May 27th, 2011, 3:52 pm
20 seconds is an enormous timespan in Fleetops. That would make the Sang something akin to the Romulan Serkas.
posted on May 27th, 2011, 5:04 pm
Very cool idea, Cortez! 
My only problem with it is that the Sang is SUCH an important part of the Klingon lineup (and their only reliable long range ship) that messing with it too drastically might throw everything out of whack
. I feel that it's pretty close to balanced right now - just a bit too easy to spammy spam spam. Most things that are spammable though got the nerf-stick somehow (like the E2, the Kvort, the D-Rhienn) so I'm confident that it'll get worked out
.
I like the basis for your idea though

My only problem with it is that the Sang is SUCH an important part of the Klingon lineup (and their only reliable long range ship) that messing with it too drastically might throw everything out of whack


I like the basis for your idea though

posted on May 27th, 2011, 5:57 pm
A timespan between 3 and 9 seconds would do very well I think.
posted on May 27th, 2011, 6:19 pm
I second the motion. But I will add the ability needs to have a 40 second ability cooldown timer for the ability becomming available again. Switchover would be like this from Mode #1 to mode #2 (4 seconds elapsed time ) with a 40 second ability cooldown before mode #1 would be available again. Doing so allows you to save the ship , but you lose some by removing some Offensive fire power points from the battle.
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